Before the revelation of the Age of Wushu 2 (AoW2) later this week, its head of project, in an interview gave out some info on the coming MMORPG - I will just summarized and translated some points of interest here:

AoW2 take place in a non-historical feudal China.

No traditional quest system. World will change according to player and NPC actions.

During combat, there is no health bar or debuff indicator on enemy. Player must determine how badly hurt an enemy is by its physical apperance and pose. For example, you have to guess whether the virulent poison on the dart you throw at the enemy is having an effect by observing the enemy's behaviour.

Better AI - NPCs will be able to form social groups and communities and exert control on territories, eventually building stockades and villages and forming large alliances with other NPC groups.

PvP will be organized into a tiered class system - eg brawling and street fights among players with basic skills, duels between grandmasters and group PvP.

On question of payment model, Snailgames indicated that the current model for AoW would not be work for a sandbox like AoW2 so a new payment model will be developed and revealed later.

It was also noted that player testing will not available until 2017.

PvP will include these modes you talk about. Did you even Wushu Bro?

It's AoW for FFS it's all about the "civil" FFA world governed by players. Cart robbing, script steal, guild wars, school wars, bounty hunters and criminals, jail, prison, beheadings, nut stealing, you name it! Not simple one sentence you typed. Insulting!

Before the revelation of the Age of Wushu 2 (AoW2) later this week, its head of project, in an interview gave out some info on the coming MMORPG - I will just summarized and translated some points of interest here:

AoW2 take place in a non-historical feudal China.

No traditional quest system. World will change according to player and NPC actions.

During combat, there is no health bar or debuff indicator on enemy. Player must determine how badly hurt an enemy is by its physical apperance and pose. For example, you have to guess whether the virulent poison on the dart you throw at the enemy is having an effect by observing the enemy's behaviour.

Better AI - NPCs will be able to form social groups and communities and exert control on territories, eventually building stockades and villages and forming large alliances with other NPC groups.

PvP will be organized into a tiered class system - eg brawling and street fights among players with basic skills, duels between grandmasters and group PvP.

On question of payment model, Snailgames indicated that the current model for AoW would not be work for a sandbox like AoW2 so a new payment model will be developed and revealed later.

It was also noted that player testing will not available until 2017.

PvP will include these modes you talk about. Did you even Wushu Bro?

It's AoW for FFS it's all about the "civil" FFA world governed by players. Cart robbing, script steal, guild wars, school wars, bounty hunters and criminals, jail, prison, beheadings, nut stealing, you name it! Not simple one sentence you typed. Insulting!

On rereading my sentence you highlighted I admit I worded poorly my interpretation of PvP dynamics mentioned by developer for AoW2.

What I think the developer is saying is that there are different styles of PvP and they will be similar to AoW but also different at the same time. He used 3 examples of PvP situations for contrast to show how PvP can be fun:

1. Brawling/street fighting when players used low level skills to bring another down (think hitting opponent brutally smashing his face, no formal style combat).2. A more formal fight interaction between characters (grandmasters) both acquired superhuman skills and agreed upon rules.3. PvP battle where a group of people participated in.

In each situation, the player skill and training required will be different yet the PvP can be fun in a different way.

Perhaps I should say there is a "layered system of PvP" instead of "tiered system".

"A game is fun if it is learnable but not trivial" -- Togelius & Schmidhuber

Snail games....yea, that is one company that sets off the red flags. There is just something about them that seems somewhat fishy.

Age of Wushu is/was a bad game. They put it a lot of rules, but the more rules you put in the more people can exploit. For example, there is a bounty system. You get ganked by someone, and you can put a bounty on their head. Sounds great....until you realize that they just have one of their account alts kill the main, or have a friend do it and they split the money.

The PVP part of the game, where you are actually fighting a person, is the best part of the game. The PVE part of the game reminded me of early SWG where those mobs just stood around in a group, and then had odd paths to you..hehe.

I have no doubt that AOW2 will be the exact same game as AOW, right down to the auto pathing on quests.

That fact that they have said there will be no traditional quests and AI will allow for NPCs to be able to form social groups and communities and exert control on
territories, eventually building stockades and villages and forming
large alliances with other NPC groups. Along with them saying the payment system used in AoW would not work for a sandbox like Aow2 gives me serious hope for this game. Very excited to learn more.